电子游戏中动机的灌输和评估:巴西民俗学教学的案例

Leonardo Filipe Batista Silva de Carvalho, D. Barone
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引用次数: 0

摘要

本文讨论了一个以巴西民间传说中的神话人物为中心的游戏,目的是与学生分享这些信息,激发他们对这一主题的兴趣,增加他们对这一主题的兴趣。虽然这是为了向学生透露选定的角色和故事,以提高他们对他们的了解,并提高他们对巴西文化中被忽视的部分的重视,但我们明白游戏应该能够吸引学生,这样它就可以达到这些目的。为了实现这一目标,这款游戏的开发基于强大的动机技术和概念,涉及教学材料和电子游戏的创作。这一过程,我们对游戏能够激发早期青少年学生的动机的评估,以及接下来提高这种动机的步骤都将在本文中详细阐述。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
IMBUING AND EVALUATING MOTIVATION IN VIDEOGAMES: ACCOUNTS IN THE TEACHING OF BRAZILIAN FOLKLORE
This paper discusses the building of a game centered on mythical characters of Brazilian folklore with the intent to share such information with students and to motivate them to this subject, increasing their interest about it. While this was meant to disclose the selected characters and tales to students, in order to improve their knowledge about them and to enhance their valuing for a neglected part of Brazilian culture, we understand that the game should be able to appeal to students so it could reach those ends. To achieve this, the game was developed with a strong basis on motivational techniques and concepts dealing with the creation of instructional materials and videogames. This process, our assessment of the motivation the game was able to trigger on early teenage students and the next steps to improve this motivation are all detailed in this paper.
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